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Allyn
Sep 4, 2007

I love Charlie from Busted!
One thing I've not been able to find out: how long does the growth penalty for new colonies exist for? There doesn't seem to be a tooltip saying that whatsoever, which is... annoying. And, possibly related, when do new colonies get switched over to a specific type of planet -- e.g. Mining World, Rural World, etc. -- from just being described as simply "Colony"? When the growth penalty expires? The colonization page on the wiki hasn't been updated for 2.2 yet :(

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Truga
May 4, 2014
Lipstick Apathy
The thing stops as soon as you upgrade the colony shelter to a proper capital building.

Rumda
Nov 4, 2009

Moth Lesbian Comrade

Allyn posted:

One thing I've not been able to find out: how long does the growth penalty for new colonies exist for? There doesn't seem to be a tooltip saying that whatsoever, which is... annoying. And, possibly related, when do new colonies get switched over to a specific type of planet -- e.g. Mining World, Rural World, etc. -- from just being described as simply "Colony"? When the growth penalty expires? The colonization page on the wiki hasn't been updated for 2.2 yet :(

Only while it has a ship shelter

Allyn
Sep 4, 2007

I love Charlie from Busted!
Aha, cheers

kiss me Pikachu
Mar 9, 2008

Darkrenown posted:

#6 Which one was it?

The ruined mega art installation did not pop any discovery notice in one of the pre release twitch streams I was bouncing between.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon
It seems like for Machine Empires the appropriate start for new colonies is to transfer four pops immediately and build a robot factory ASAP.

AG3
Feb 4, 2004

Ask me about spending hundreds of dollars on Mass Effect 2 emoticons and Avatars.

Oven Wrangler

Libluini posted:

This reminds me, another bug I've found:

8. Planets I've colonized outside my core sector won't show up in the side ledger thing until colonization is complete.

Also the way the new sectors are layed out is sometimes wonky, too. My third planet was just a couple jumps downwards from my capital, and yet the game decided it was already far enough away to become its own sector. Made things frantic for a while because this made the planet not show up in my list until colonization was complete and I feared the dumb colony would just disappear

The game seems to create the sectors as planets finish the colonization process, so it makes sense it wouldn't show up right away since it's showing the sector view by default. From what I can tell, when you colonize a planet outside an existing sector it will create a new sector with that planet as the headquarters, and claim all the star systems up to two jumps away if it can. So if you have multiple habitable systems that are in close proximity to each other, you can sometimes make sure they become one single sector by colonizing the system that is within two jumps of all the others systems first.

Libluini
May 18, 2012

I gravitated towards the Greens, eventually even joining the party itself.

The Linke is a party I grudgingly accept exists, but I've learned enough about DDR-history I can't bring myself to trust a party that was once the SED, a party leading the corrupt state apparatus ...
Grimey Drawer

Darkrenown posted:

#2 Do you remember anything about it which could help find it?
#3 That's odd cause I added those new traits and set it not to removing the existing ones. I'll check it tomorrow :argh:
#6 Which one was it?


Sounds like you mean me, but I don't remember anything about that :confused:

kiss me Pikachu posted:

The ruined mega art installation did not pop any discovery notice in one of the pre release twitch streams I was bouncing between.

Yeah, it was the mega art installation

About the typo-thing I only remember it was the last letter of the title missing, if that helps.

On #3, I only tested two out of three and one did indeed not replace a trait. So it's possible only the life-prolonging trait is bugged.

Cynic Jester
Apr 11, 2009

Let's put a simile on that face
A dazzling simile
Twinkling like the night sky

Beer4TheBeerGod posted:

It seems like for Machine Empires the appropriate start for new colonies is to transfer four pops immediately and build a robot factory ASAP.

Yupp. Then transferring 5 more to upgrade the main building, 10 more to upgrade it again, 20 more to upgrade it again, 40 more to upgrade it one last time. Then moving all of them to the next planet to upgrade their main building to max. Because y'see, you don't need to keep the pop around after the building has been upgraded. More micro!

Staltran
Jan 3, 2013

Fallen Rib

Darkrenown posted:

Yeah, you are correct. Seems one of the megastructures fire story.5, which they really should.


Darkrenown posted:

Sounds like you mean me, but I don't remember anything about that :confused:

Looks like you never actually said you'd fix it, just that it was bugged :v:

Gadzuko
Feb 14, 2005

Libluini posted:

Yeah, it was the mega art installation

About the typo-thing I only remember it was the last letter of the title missing, if that helps.

On #3, I only tested two out of three and one did indeed not replace a trait. So it's possible only the life-prolonging trait is bugged.

I got the life prolonging trait on a species just now without losing anything, but I didn't have any lifespan increase on beforehand so :shrug:

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

GunnerJ posted:

-Some things about slavery are... wonky to me in how they interact with the strata system. So, slaves typically can't be ruler or specialist strata. Putting aside my qualms about how reasonable this is with a mind towards how slavery actually worked, this became a problem when I tried raiding an industrial-era primitive.

I got a little bit annoyed at how opaque the system is re: what robots and droids are allowed to work and cracked open the files. So, there are a lot of jobs and this is not a comprehensive list, but the "regular" jobs seem to be broken down into six categories:

Worker jobs can be worked by anything that doesn't belong to some sort of special non-work category- pops undergoing purging or assimilation, livestock, trophies and organic batteries. This category includes:

  • Miners
  • Farmers
  • Soldiers <- interestingly, I can't see anything that interacts with the military service species right in this code
  • Mote Harvesters
  • Gas Extractors
  • Crystal Miners

Complex Worker jobs cannot be worked by basic robots, and include:

  • Technicians
  • Clerks
  • Preachers

Specialist jobs cannot be worked by slaves or basic robots, and include:

  • Metallurgists
  • Artisans
  • Enforcers
  • Roboticists
  • Medical Workers
  • Managers
  • Chemists
  • Gas Refiners
  • Translucers
  • Telepaths <- for some reason, non-psychic pops aren't disqualified from this job in the "potential" brace, but instead are given a zero weight

Entertainer are as specialists, but additionally allow domestic slaves to work them. Obviously, this only applies to one job:

  • Entertainer

Complex Specialist jobs cannot be worked by slaves, or any non-synth robot:

  • Colonists
  • Researchers
  • Priests
  • Culture Workers

Ruler jobs cannot be worked by slaves, and can only be worked by synths if they have full rights. This category includes:

  • Administrators
  • Executives
  • Nobles
  • High Priests
  • Merchants <- might be better renamed to plutocrat or capitalist or something along those lines
  • Science Directors

Looking at this, it feels very very strange that your industrial sector (foundries, factories) cannot use basic robots. Actually, I kind of feel like they should be worker stratum jobs? Blue collar, not white collar workers. Otherwise, I think slaves should at the very least be as good as droids. Also, maybe disqualify pops from strata based on their citizenship rights? I feel like at the very least you should only get to be a ruler if you have full rights, and that's not checked for here.

Libluini posted:

Yeah, I think it could be related to robot-code. But other then having no hunger, my dudes were completely normal otherwise. :shrug:

This is even weirder then when in earlier versions, a random 5% of all my mod users had the portraits not show up for no reason


Edit:

I just looked up if something in portrait-coding changed, but nope. And my mod still declares those portraits as BIOLOGICAL archetype and excludes machine intelligences specifically from using them. So no idea why this bug shows up in relation to portraits

I think I've cracked this. I'm fairly certain this is the code that makes ruler pops eat food:

code:
# Organic Upkeep
upkeep = {
	trigger = {
		is_organic_species = yes
		has_shared_burden_living_standard_type = yes
		owner = { is_primitive = no }
	}
	food = @living_standard_food_normal
	consumer_goods = @living_standard_luxuries_shared_burden			
}
upkeep = {
	trigger = { 
		is_organic_species = yes
		owner = { is_primitive = no }
		OR = {
			has_academic_living_standard_type = yes
			has_very_high_living_standard_type = yes
			has_high_living_standard_type = yes
			has_normal_living_standard_type = yes
			has_stratified_living_standard_type = yes
		}			
	}
	food = @living_standard_food_normal
	consumer_goods = @living_standard_luxuries_very_high
}		
upkeep = {
	trigger = { 
		is_organic_species = yes
		has_low_living_standard_type = yes
		owner = { is_primitive = no }
	}
	food = @living_standard_food_normal
	consumer_goods = @living_standard_luxuries_high
}
# Primitives
upkeep = {
	trigger = {
		owner = { is_primitive = yes }
	}
	food = @living_standard_food_normal
}
See that is_organic_species? It's a custom trigger that looks like this:

code:
is_organic_species = {
	OR = {
		is_species_class = HUM
		is_species_class = MAM
		is_species_class = REP
		is_species_class = AVI
		is_species_class = ART
		is_species_class = MOL
		is_species_class = FUN
		is_species_class = PLANT
	}
}
So your pops will only eat if they belong to one of the vanilla species classes. A check for species archetype would probably have been more robust here, but what do I know?

KOGAHAZAN!! fucked around with this message at 16:04 on Dec 9, 2018

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

GunnerJ posted:

I guess this all makes a bit more sense than I'd thought now, but I still don't understand why two main species ruler pops just materialized out of the ether.

This happened to me, too. I think it's expropriation.

MrL_JaKiri
Sep 23, 2003

A bracing glass of carrot juice!
QoL thing: why does the research indicator go from three digits of accuracy below 1000 to just 1 above it? Having:

Total Research 1k
Physics 300
Society 1k
Engineering 250

is not very helpful or precise.

turn off the TV
Aug 4, 2010

moderately annoying

Is there a way to get mega engineering without taking master builders anymore?

Zurai
Feb 13, 2012


Wait -- I haven't even voted in this game yet!

turn off the TV posted:

Is there a way to get mega engineering without taking master builders anymore?

You can still get it the normal tech way, it's just likely to take forever. The Mega-Engineering tech requires Battleships, Citadels, and Zero Point Power techs, has a base weight of 5 (ie tiny), and gets x20 weight if you already have a megastructure, x2 weight if you have Master Builders, x2 weight if you have Voidborne, and x0.5 weight if your Engineering scientist does NOT have one of Voidcraft expertise, Curator, or Maniacal.

turn off the TV
Aug 4, 2010

moderately annoying

Zurai posted:

You can still get it the normal tech way, it's just likely to take forever. The Mega-Engineering tech requires Battleships, Citadels, and Zero Point Power techs, has a base weight of 5 (ie tiny), and gets x20 weight if you already have a megastructure, x2 weight if you have Master Builders, x2 weight if you have Voidborne, and x0.5 weight if your Engineering scientist does NOT have one of Voidcraft expertise, Curator, or Maniacal.

I had all of the requirements, including a megastructure, voidborn and a voidcraft scientist and didn't see it in 40 years.

ilkhan
Oct 7, 2004

I LOVE Musk and his pro-first-amendment ways. X is the future.

wiegieman posted:

For whatever reason, miner jobs get workers assigned to them before generator jobs. You need to open up the population tab and expand the worker drone jobs, and use the + and - buttons to move workers around to make them go to the power plant.

This is basically like moving pops around on tiles, except worse. It needs to be fixed right away.
Agreed. 2.2 is far far more micromanagy than 2.1 was. Even doing it "right" I'm having to spend multi-year periods adjusting pops more than once every 5 years. Partially because poo poo doesn't update immediately, and partially because you have to do it individually for every planet.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

Zurai posted:

x2 weight if you have Master Builders
Cracks me up that this is still in here, I noticed that ages ago (and talked about it in-thread)

pmchem
Jan 22, 2010


The official forums seem less than thrilled with the AI in 2.2 (especially economic AI):

https://forum.paradoxplaza.com/forum/index.php?threads/about-the-ais-faliure-to-keep-up-economically.1134742/

also related,
https://forum.paradoxplaza.com/forum/index.php?threads/seriously-pdx-fix-your-ai-logic-across-the-board.1135490/
https://forum.paradoxplaza.com/forum/index.php?threads/ai-observation.1134202/

So annoyed, I was hoping 2.2 would fix this. My biggest gripe with 2.0 was that the AI was beyond stupid and did not know how to do the most basic planet-building (unless you gave it grand admiral level cheats / free resources).

dialhforhero
Apr 3, 2008
Am I 🧑‍🏫 out of touch🤔? No🧐, it's the children👶 who are wrong🤷🏼‍♂️
Hey all. Bought Stellaris a few eeeks ago, base game, and tried it out. Was a bit disappointed. Hopped back on a few days ago and decided to buy the expansions when they were on sale.

Hard to separate what the Le Guin update does versus what the other expansions did, but I have to say the combo of Le Guin plus the exploration story line made a huge difference in the ‘feel’.

Just wanted to say that the absolute ridiculous amount of anomalies make the game feel more ‘sci-fi’ that didn’t exist in the base game and for $6-7 bucks is worth adding if you want to experience a more sci-fi feel to the game instead of empire building in space.

On another note: can you change your trade capital away from your capital? I linked all systems to route to a trade hub station I built that is more central to other trade systems. I am trying to cut down on piracy and shortening the routes. I have two trade hubs towards opposite ends of my interior but a huge gap in the middle. Just don’t want to have to send to my capital system as it is a shipyard right now.

Or am I doing this wrong?

Natural 20
Sep 17, 2007

Wearer of Compasses. Slayer of Gods. Champion of the Colosseum. Heart of the Void.
Saviour of Hallownest.

Staltran posted:

You can colonize with your Gaia preference guys now though.

I mean sure, but they've got what 20% habitability? Compare to 2.1 where you just dump down 100% hab droids on everything in your territory.

Milkfred E. Moore
Aug 27, 2006

'It's easier to imagine the end of the world than the end of capitalism.'
I liked the pre-arranged sectors idea and I'm sad it was cut.

Staltran
Jan 3, 2013

Fallen Rib

Natural 20 posted:

I mean sure, but they've got what 20% habitability? Compare to 2.1 where you just dump down 100% hab droids on everything in your territory.

Yeah but you can just start robot production at 5 pops, wait until you have 5 robots and resettle the organics out right? Or just resettle 5 robots in immediately. Besides 0% habitability isn't the end of the world. You probably want to at least keep a organics around for ruler jobs.

Davincie
Jul 7, 2008

ilkhan posted:

Agreed. 2.2 is far far more micromanagy than 2.1 was. Even doing it "right" I'm having to spend multi-year periods adjusting pops more than once every 5 years. Partially because poo poo doesn't update immediately, and partially because you have to do it individually for every planet.

tbh my main attraction for the new system was less micromanagement and endless clicking, and if anything the reverse has happened. micromanagement is up, clicking is waaay up, ai can't handle it still and the game sees even more slowdown (though i don't know if the new economic system is at fault there)

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.
Yeah while the new system has grown on me more with additional playing, it seemed the original idea was about more hands-off simplicity and less micro, and we got decidedly the opposite.

For players who like to min/max, which is a solid portion of a 4x playerbase, you can be loving with individual planets for a 100+ years trying to balance out everything.

Meanwhile in 2.1 while it was clicky you could configure something like a robot planet from start to finish in a minute or 2 and never touch it again.

Mazz fucked around with this message at 16:58 on Dec 9, 2018

Zeron
Oct 23, 2010
I love the patch and the new economy, but yeah I have to agree with a lot of the stuff said so far.

1. With everything requiring so much more micromanagement, tying auto-control/building to sectors that you can't control is ridiculous. It'd be a lot better as a per planet option and possibly just keep sectors as a separate thing entirely. Or get rid of them, point is I shouldn't be limited in what I want to control/handle by something that I can't control.

2. I still miss the message settings from the previous games. If I could get a message whenever a planets pop level matches the amount of jobs available it'd cut down a lot of the tedium, or having actually useful popups regarding unemployment, crime, etc instead of having to wade through diplomacy messages I don't care about. Sitting there staring at the outliner isn't fun or good for my eyes. Same for planet decisions, I want to know when they expire (actually I'd be happier if those were all toggles with upkeep in the first place).

3. Agreed that the pacing needs work, the advanced buildings being available so much earlier than you can reasonably get resources for them etc. The early game is a constant chain of building districts/buildings as needed and you don't really get the resources/freedom to do fun/specialized stuff with the system until around midgame anyway. It definitely feels like you just have far too little leeway on resources, which I mean it's fun and engaging still but it feels like every empire start will be 100% identical. Especially with pop growth being as slow as it is and robots being so slow as well. I've played several games with every pop growth modifier possible, and it feels more like it brings it up to "almost reasonable" rather than that I'm actually gaining an advantage or that the pops are growing fast.

4. Alloys are pretty crazy yeah. This is in part due to the tightrope balancing, it's really hard to find a good time to build/expand alloy factories when you already have to juggle food/minerals/energy/consumer goods/amenities/housing.

5. The pop demotion time limit is very appropriate, but I don't know if it actually makes for good gameplay. I'm all for Vicky 3, but on the level this game operates on it's just counter intuitive and annoying.

6. Interface needs improvement in general. Get rid of Empire Systems/Empire colonies in the top bar, if you're already fighting for space then those two don't make any sense to include. What do they give you that you need on a glance that Empire Size and Empire Population don't? For that matter, make the Empire Population tooltip be about pops per planet. If I want to know the breakdown per species i'd just use the demographics tab. Actually you could do pop per planet and jobs per planet, there's plenty of room for both in that tooltip.

7. The economy is complex enough now that there absolutely needs to be a ledger where I can get more information about where my resources are going than "Jobs" or "Buildings"

Despite all that though, the patch is real fun and i'm excited to see how they'll improve the systems going forward.

Libluini
May 18, 2012

I gravitated towards the Greens, eventually even joining the party itself.

The Linke is a party I grudgingly accept exists, but I've learned enough about DDR-history I can't bring myself to trust a party that was once the SED, a party leading the corrupt state apparatus ...
Grimey Drawer

Autonomous Monster posted:

I think I've cracked this. I'm fairly certain this is the code that makes ruler pops eat food:

code:
# Organic Upkeep
upkeep = {
	trigger = {
		is_organic_species = yes
		has_shared_burden_living_standard_type = yes
		owner = { is_primitive = no }
	}
	food = @living_standard_food_normal
	consumer_goods = @living_standard_luxuries_shared_burden			
}
upkeep = {
	trigger = { 
		is_organic_species = yes
		owner = { is_primitive = no }
		OR = {
			has_academic_living_standard_type = yes
			has_very_high_living_standard_type = yes
			has_high_living_standard_type = yes
			has_normal_living_standard_type = yes
			has_stratified_living_standard_type = yes
		}			
	}
	food = @living_standard_food_normal
	consumer_goods = @living_standard_luxuries_very_high
}		
upkeep = {
	trigger = { 
		is_organic_species = yes
		has_low_living_standard_type = yes
		owner = { is_primitive = no }
	}
	food = @living_standard_food_normal
	consumer_goods = @living_standard_luxuries_high
}
# Primitives
upkeep = {
	trigger = {
		owner = { is_primitive = yes }
	}
	food = @living_standard_food_normal
}
See that is_organic_species? It's a custom trigger that looks like this:

code:
is_organic_species = {
	OR = {
		is_species_class = HUM
		is_species_class = MAM
		is_species_class = REP
		is_species_class = AVI
		is_species_class = ART
		is_species_class = MOL
		is_species_class = FUN
		is_species_class = PLANT
	}
}
So your pops will only eat if they belong to one of the vanilla species classes. A check for species archetype would probably have been more robust here, but what do I know?

Well, poo poo. I put my portraits in custom species classes because otherwise stuff tended to break left and right. And now I either have to put them back or copy that code for my mod and extend it with my custom classes. Joy. :shepface:

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
Yeah I like the new system. It's more complex and has more depth than tiles, but yeah way more micro/strategy elements. Probably some opportunity to streamline.

BTW, craziest start I've ever had:



Life Seeded/Inward, got the Cybrex homeworld, two L-Gates, and the whale matriarch w/ two gaia worlds. Not sure where to take this one yet, but will pretty much just be finishing this game as a fallen empire.

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."

Staltran posted:

The new sectors are way too small, which highlights how poo poo the governor system is. Want to build a district or building? Better teleport the architect in for the discount. Same for blockers and environmental engineers. And then you probably want to swap the old governor back in. I've started just having an architect around so I could swap him in, and just give myself the discount with the console. As far as I can tell it's the exact same outcome, but much easier, especially if you build a bunch of staff at once. It's the bad old days of each core planet having their own governor come again.

I can't even imagine ever being hungry enough for a tiny bonus to do something so tedious voluntarily. I mean why would you? The economy works without any governor shuffling just fine. I've yet to resettle a pop (and frankly, they should just take that out anyway) and my economy collapsed or underperformed exactly never. All of this "tedious micro" is entirely unnecessary and you're all doing it to yourself, for no reason.

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.

DatonKallandor posted:

I can't even imagine ever being hungry enough for a tiny bonus to do something so tedious voluntarily. I mean why would you? The economy works without any governor shuffling just fine. I've yet to resettle a pop (and frankly, they should just take that out anyway) and my economy collapsed or underperformed exactly never. All of this "tedious micro" is entirely unnecessary and you're all doing it to yourself, for no reason.

All I can say is take a shot at a machine empire game without resettling.

MrL_JaKiri
Sep 23, 2003

A bracing glass of carrot juice!

Davincie posted:

tbh my main attraction for the new system was less micromanagement and endless clicking, and if anything the reverse has happened. micromanagement is up, clicking is waaay up, ai can't handle it still and the game sees even more slowdown (though i don't know if the new economic system is at fault there)

God knows what the slowdown is, because I'm running it off an SSD and it's running slow as poo poo despite only using 5% of CPU and with lots of RAM available. GPU, I guess, but I don't see why that should bottleneck the speed of the rest of the game.

Black Griffon
Mar 12, 2005

Now, in the quantum moment before the closure, when all become one. One moment left. One point of space and time.

I know who you are. You are destiny.


Resetting is sometimes useful and sometimes necessary, but embracing totally pointless micro for the sake of it is just foolish. Among all the valid complaints in this thread, there's some poo poo that can very easily be solved by realizing "Well, real life nation states are rarely optimized", accepting the malus and solving it all with time and the free market baby awoo wolf howl

Gobblecoque
Sep 6, 2011
One small thing that's driving me nuts is how insanely slow the scroll speed is on stuff like the outliner and planet construction bits, especially with how the former gets clogged with lots of planets and the latter only displays 5 buildings at once.

Guilliman
Apr 5, 2017

Animal went forth into the future and made worlds in his own image. And it was wild.
Yeah I like 2.2 way more than the mindless 2.1


In 2.1 and before, we had to click a LOT of tiles, especially midgame + it became a click fest. Ever build ringworlds? Queue up 25 buildings, click click click click and forget about it.


2.2 is way more engaging. I find I only manage my pops in the early game, when I have one planet. After I get a second colony it's just fire and forget. I only go back to colonies to if the icon for overcrowding or jobless pops shows up in the right UI.



My only real complaint is that buildings and their jobs aren't clear in the UI, and I believe they're fixing that.

ilkhan
Oct 7, 2004

I LOVE Musk and his pro-first-amendment ways. X is the future.

Zeron posted:

Despite all that though, the patch is real fun and i'm excited to see how they'll improve the systems going forward.
Agreed. It needs a lot of iteration and further work, but its a good base.

Natural 20
Sep 17, 2007

Wearer of Compasses. Slayer of Gods. Champion of the Colosseum. Heart of the Void.
Saviour of Hallownest.

Staltran posted:

Yeah but you can just start robot production at 5 pops, wait until you have 5 robots and resettle the organics out right? Or just resettle 5 robots in immediately. Besides 0% habitability isn't the end of the world. You probably want to at least keep a organics around for ruler jobs.

I mean all I really want to do is colonise the dumpster worlds with robots, name them "Power Plant 1" or "Mine 1" and be done with them really. It's just a fair bit more onerous now.

My actual race will sit in habitats as always.

Aethernet
Jan 28, 2009

This is the Captain...

Our glorious political masters have, in their wisdom, decided to form an alliance with a rag-tag bunch of freedom fighters right when the Federation has us at a tactical disadvantage. Unsurprisingly, this has resulted in the Feds firing on our vessels...

Damn you Huxley!

Grimey Drawer
One thing I really really like is that the resources feel precisely as rare as they need to be so that every decision to upgrade is meaningful. Of course, when I'm rich I can just buy as many as I like, but even that has an escalating cost.

null_pointer
Nov 9, 2004

Center in, pull back. Stop. Track 45 right. Stop. Center and stop.

Reverted back to 2.1 Niven. Le Guin still needs a lot more time for balance and to reduce the micro. While I like the concepts, in general, it really seems like a step back.

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Shugojin
Sep 6, 2007

THE TAIL THAT BURNS TWICE AS BRIGHT...


So I see Hive Mind leaders are no longer immortal :v:

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